Game manual includes some background development info. from main coder Dave Jones. Briefly, BLOOD MONEY took 8 months of bedroom coding to complete and included, for its time, a whopping 1MB of graphics, 250k of music + 16k sound FX, and up to 18 frames of animation for a single sprite.
 BLOOD MONEY was not only a progression of the gameplay elements developed in DMA'sMENACE, but was also partly inspired by the main helicopter sprite and scrolling of Irem coin-op Mr. HELI (a local arcade favourite at the time of Dave Jones and the DMA team). [Source: The Complete History of DMA Design]
 The 3D asteroid sequence in the BLOOD MONEY intro was impressively convincing for its time because graphician Tony Smith went to the trouble of actually digitising real rocks, which was less than straightforward back in 1989. [Source: The Complete History of DMA Design]
PC versions: EGA, VGA, Tandy, Amstrad
Press ‘HELP’ and then ‘1’ or ‘2’ and you will restock your supply of lives or money, respectively.